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Hi. We use the set token vision macro a lot, It's the one macro that everyone at the table uses. We mostly uses torches, candles and lanterns. I think I used matches once, but we haven't really used the others. The best enhancement to the macro itself would be a having 2-3 buttons instead of drop down box. Something where we can click our most common options (usually being no light, torch, lantern). Currently there are so many options in the dropdown box that you need to focus to select the option you want. With some buttons, it's a much simpler interaction. I'm no UI designer though, I don't know what you'd do with all the other options. I don't know if there's like some true/false arguments you can put in the macro so we can selectively add/remove some options without just deleting the lines of code. As a personal preference, we've decreased the colour intensity and animation Intensity/Speed settings across the board. The intensity was washing out just a bit too much colour, and the animations were a bit too distracting. As a general rule of thumb, I think I put Torch as " One thing we'd love to see is a Detection Mode that truly simulates Night Vision. We currently have a gnome in the party, but they almost never use the Night vision option in the macro, because they aren't carrying the torch. I have no idea if its possible, but making it so that Night Vision characters can see 20 yards further would be shining achievement for lighting in wfrp. Honestly this feature is something I think could belong in the WFRP4e game system, but at the end of the day I don't mind which module I need to download to get this feature 😄. As an aside, I don't know if you should be able to see completely monochrome with Nightvision. It isn't exactly like Darkvision in D&D, where you see black and white in total darkness. Sorry if this feedback is a bit of a mess. A lot is personal preference at the end of the day. |
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Hi. We mostly use the vision macro for torches, storm lanterns and similar. Here are my ideas.
I'm working in adding (optional) light for the Ablaze condition in my WFRP4e-FX module. For the blinded condition v10 has a nice blinded effect and I opened an issue about how to apply it in the system here. |
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Hi, Im fremen (same nickname on discord vtt server) So my comment on vision:
For total darkness we can probably agree. From normal life experience, no light at all, you can't even see your own hand in front. You can experience it by entering very dark places like bunkers. For low light conditions it is trickier because for each person this may mean something else but for something like vtt simulation we can do some assumptions. What do we have in vtt system from what I understand: My proposition:
Now if DL (darkness level) is between "GI low threshold" and "GI high threshold" we use new Night Vision value for range This logic of vision should be applied to the token when selected (plus any light on token) and for lights it should apply their vision range + token vision after determining it from above logic. I hope it is clear. If not feel free to ask me questions directly on discord. Im not sure if i will be aware of them here but ill try :) |
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Plenty more to do, but finally got a chance to do the first round of changes focusing on making the effects less visually distracting. Now available in v6.0.3. Thanks for input so far ... feedback welcome on the updates so far. |
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The next significant release of GM Toolkit is focused on improvements that can take advantage of Foundry v10's updated vision, lighting and canvas engine.
Among those changes I want to revisit the settings I use in the Set Token Vision and Light macro. The current defaults are described in this wiki page: https://github.com/Jagusti/fvtt-wfrp4e-gmtoolkit/wiki/set-token-vision-and-light.
I'd like to get some input about how well these work, and whether there are some config changes I can make to get a better baseline set that works for more people out the box.
In this thread, please do share your feedback and input on:
The default effects settings are just one part of the changes I want to make to the Set Token Vision and Light macro, and that's just one canvas related feature that will be tackled as part of this release. If you have other ideas related to light and vision that I might be able to consider as part of this release,
Thanks for reading this far, and for any input you can offer.
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